public MyServerAction SaveLastCheckpoint(bool createChapter = false) { if (MyMultiplayerGameplay.IsRunning && !MyMultiplayerGameplay.Static.IsHost) { return(null); } var lastChapterTime = MyLocalCache.GetLastChapterTimestamp(); var nextChapterTime = lastChapterTime + TimeSpan.FromHours(3); if (MyMissions.ActiveMission == null && DateTime.Now > nextChapterTime) { createChapter = true; } MyMwcSectorIdentifier sectorId = MyGuiScreenGamePlay.Static.GetSectorIdentifier(); if (CanBeSaved(false, sectorId, false)) { var notification = new MyHudNotification.MyNotification(Localization.MyTextsWrapperEnum.SavingSectorToServer, 2500); MyHudNotification.AddNotification(notification); var checkpoint = GetCheckpointBuilder(true); checkpoint.CurrentSector.UserId = MyClientServer.LoggedPlayer.GetUserId(); // Saving players checkpoint if (MySession.PlayerShip != null && checkpoint.PlayerObjectBuilder.ShipObjectBuilder != null) { float refilRatio = 0.5f; var ship = checkpoint.PlayerObjectBuilder.ShipObjectBuilder; ship.ArmorHealth = MathHelper.Clamp(ship.ArmorHealth, refilRatio * MySession.PlayerShip.MaxArmorHealth, MySession.PlayerShip.MaxArmorHealth); ship.ShipHealthRatio = MathHelper.Clamp(ship.ShipHealthRatio, refilRatio, 1.0f); ship.Fuel = MathHelper.Clamp(ship.Fuel, refilRatio * MySession.PlayerShip.MaxFuel, MySession.PlayerShip.MaxFuel); ship.Oxygen = MathHelper.Clamp(ship.Oxygen, refilRatio * MySession.PlayerShip.MaxOxygen, MySession.PlayerShip.MaxOxygen); checkpoint.PlayerObjectBuilder.Health = MathHelper.Clamp(checkpoint.PlayerObjectBuilder.Health, refilRatio * 100, 100); } // Need to store actual checkpoint...because when we travel, we receive only sector, not checkpoint MyGuiScreenGamePlay.Static.AddEnterSectorResponse(checkpoint, null); Debug.Assert(checkpoint.CurrentSector.UserId != null, "Saving last checkpoint as story"); UpdatePlayerStartDummy(checkpoint); MyLocalCache.SaveCheckpoint(checkpoint, createChapter); checkpoint.SectorObjectBuilder = null; // Don't save sector } return(null); }